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Difference between revisions of "Chain Rush"

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**When the blue meter appears, the Elven Knight must press the hotkey or key command for Chain Rush in order to do land an extra hit, while keeping the white bar in the blue.
 
**When the blue meter appears, the Elven Knight must press the hotkey or key command for Chain Rush in order to do land an extra hit, while keeping the white bar in the blue.
 
**Chain Rush can be used in the middle of other skill animations, allowing for more damage if timed correctly.
 
**Chain Rush can be used in the middle of other skill animations, allowing for more damage if timed correctly.
 +
*The direction of Chain Rush's extra attack can be changed. Holding down the direction the character is facing will execute a dash attack.
 
*Chain Rush becomes stronger has the Elven Knight lands a successful hit on the enemy or dungeon obstacle.
 
*Chain Rush becomes stronger has the Elven Knight lands a successful hit on the enemy or dungeon obstacle.
 
**As each successful Chain Rush hit lands, another skill must be used or the Chain starts over.
 
**As each successful Chain Rush hit lands, another skill must be used or the Chain starts over.

Revision as of 12:17, 21 April 2015

Description

For a certain duration during a hitting skill cast cancellation can be triggered with an immediate follow-up attack (unusable skills: Intercept, Change Shield, Great Volition, Nature’s Guardian, Rose Armor, War Cry, Pegasus Flash). Upon successfully guarding with Shield Block the CDs of Shield Block, Perfect Guard, and Iron Clad Wall are reduced.

Details

  • Command Input: Leftkey.pngRightkey.pngX.png
  • Level Requirement: 30
  • Skill Level Interval: Every 2 levels
  • Prerequisite: None
  • SP Cost: 30
  • Casting Time: 0.5 seconds
  • Cooldown: 30.0 seconds
    • Despite having a cooldown of 30 seconds, Chain Rush's buff cannot be refreshed while its buff is active. It can only be cast after Chain Rush ends as a buff.
    • Cooldown only applies if the Elven Knight is struck while casting Chain Rush as a buff.
  • The first use of Chain Rush is a buff. While the buff is active, using applicable skills will result in a blue meter, with a white bar going back and forth, appearing above the character's head. Some skills will not trigger this bar.
    • When the blue meter appears, the Elven Knight must press the hotkey or key command for Chain Rush in order to do land an extra hit, while keeping the white bar in the blue.
    • Chain Rush can be used in the middle of other skill animations, allowing for more damage if timed correctly.
  • The direction of Chain Rush's extra attack can be changed. Holding down the direction the character is facing will execute a dash attack.
  • Chain Rush becomes stronger has the Elven Knight lands a successful hit on the enemy or dungeon obstacle.
    • As each successful Chain Rush hit lands, another skill must be used or the Chain starts over.
    • For each successful hit, the blue bar becomes smaller, having the Elven Knight time their Chain Rush.
      • This can be done up to 5 times. At "Chain x5" the damage bonus is peaked and can be done repeatedly.
  • Chain Rush loses the Chain Bonus when:
    • The Elven Knight uses another skill without using Chain Rush.
    • The Elven Knight misses with the Chain Rush attack
    • Waiting more than 3(?) seconds.
    • Missing the blue area when using Chain Rush.
  • It is currently possible to maintain your combo between rooms by doing one of the Elven Knight's other buffs while the blue bar is over your head. War Cry, Rose Armor, Nature's Protection, and even Leap and Ancient Memory work. Your combo will still reset if the Chain Rush buff runs out.
  • Despite the tooltip, Impregnable Defense does work with chain rush, however, it does not get the additional skill damage. In addition, Impregnable Defense will maintain the combo for its full duration allowing you to pause a combo while your skills cool down.
  • Disarm will hold the combo as long as the Elven Knight continues to charge it, allowing time for other skills' cooldowns to reset.

Skill Growth

Lv Level Req Duration Swinging Physical Atk Charging Physical Atk Max Multi-Hit Count Shield Block Cooldown Max Cooldown Next Skill Atk Max Atk Stacks
1 30 120 274% 381% 3 5% 30% 15% 5
2 32 293% 407%
3 34 312% 433%
4 36 330% 459%
5 38 349% 485%
6 40 368% 512%
7 42 387% 538%
8 44 406% 564%
9 46 424% 590%
10 48 443% 616%
11 50 462% 642%
12 52 481% 668%
13 54 500% 694%
14 56 518% 720%
15 58 537% 746%
16 60 556% 772%
17 62 575% 799%
18 64 594% 825%
19 66 612% 851%
20 68 631% 877%
21 70 650% 903%

Template:NavSkillsElvenKnight